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« on: June 15, 2016, 04:53:25 AM »
[8:35:49 PM] Korby: one of my original ideas for leaf shield was
-locked in place
-constantly sucking people in
-RADIUS DAMAAAAAAAGE
[8:36:05 PM] Gumballtoid: L O L
[8:36:09 PM] Freeman: so black hole bomb
[8:36:13 PM] Freeman: but you're the bomb
[8:36:15 PM] Korby: yes
[8:36:46 PM] Korby: and that's one of the reasons it won't be done
[8:36:46 PM] Korby: that and being locked in place feels suck
Excuse me sir, but that sounds like a challenge.
LEAF LOCK II: MOURNING WOOD: THE ROOTS OF EVIL
Putting up the shield visually appears to spawn four leaves, one at a time, around the user in a circle. (Similar to Leaf Shield in Super Smash Bros.) The user's speed slows down while the leaves are spawning, reaching minimum speed once all four leaves are up and the shield begins to "spin". At this point, the user gains a flat percentage of damage reduction (maybe like 30%) and a charge meter builds up over time (similar to Scorch Wheel or Oil Slider). Releasing the shield blasts away nearby projectiles (like current Leaf Shield or Centaur Flash, but only once when the shield is dropped) and pushes enemy players away as well, dealing damage. The force of the blast and the amount of damage scales based on how long Leaf Shield was charged up before releasing it.
The idea behind this is to grant a sort of "area clear" effect, allowing a user to break an enemy's attempts at camping by pushing away traps such as Hyper Bomb, Danger Wrap, and the new Hornet Chaser. The blast effect also helps to repel an enemy at melee range who might be trying to capitalize on the reduced movement speed of the user. The original idea for Leaf Lock I posted ages ago (which Lego reminded me of fairly recently) had the user stand completely still and just sort of soak damage while they charged their repulsion blast, but I feel a slow and a moderate defense boost would both feel more satisfying to the user and be easier to counter by opponents than a complete stop and a huge defense boost.